Adventures of an Amateur Board Game Developer - v0.1.0
As an avid programmer and board game player, I heartily enjoy Robo-Rally. However, I don’t think it is complicated enough. So this series of blog-posts will chronicle my attempts to add Lightbot inspired elements to Robo-Rally. The last post can be found here. The Github repository for v0.1.0 can be viewed here.
So, after playing around with many ideas, here is the prototype I brought to Board Games Club at SCHS to playtest:
Each player begins with 9 C.U. (Computational Units)
At the beginning of the turn, these are allocated between Draw, Upgrade Commands, Upgrade C.U. and Repair
Players draw cards equal to the C.U. allocated to Draw.
Repair allows players to heal damage at a 1:1 ratio. Damage now reduces usable C.U. rather than hand-size.
Additional C.U. can be gained for every 2 C.U. allocated tu Upgrade C.U.
Finally, control statements can be bought from Upgrade Commands:
If (number) (element) are within (number) squares
If an (element) is to the (direction)
If passed over (number) (element)
If affected by (number) (element)
Call Function (1/2/3)
I played this with 4 other people. It mostly went pretty well, and they seemed to enjoy it. There are three main issues:
Main issue: people finishing their turns on conveyor belts were at the whims of the other players.
Solution: once you have activated all your cards, declare if your robot is “real” or “virtual” for the rest of the turn.
Secondary issue: the if statements are clunky.
Solution: Combine If affected by and If passed over into If affected by. Change If executed into repeat. Remove halt. Improve ui somehow.
Tertiary issue: No more locking of registers.
In addition, in the next version I will introduce some advanced commands: